When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
If you have a blueprint A with a child blueprint B, and child of the child blueprint C, overriding a function with a return parameter originally declared in blueprint A in the blueprint C, and then ...
QAGame Win64 Development BootTest: * Ensure: Ensure condition failed: oldValue == newValue [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] oldVal ...
This is a specific subset of D3D HUNG crashes from [Link Removed]. This JIRA is for the crashes with the following results from Aftermath: [105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogR ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
This is a long-standing Mac crash that occurs with low frequency, but has affected more than 500 users since it started (possibly in the 4.11 release) It has recently been experienced internally by ...
This is a trending crash in the 4.17 preview. This is a regression Broken: 4.17.0-3528061 Worked: 4.16.2-3514769 User Descriptionsproject/settings/intern..language. Crashed it just by scrolling t ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...